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The Tower of Binding A Geomancer's Keep |
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The players stand at the door, not aware of anything inside the tower. It is obvious that it circles upward, and most likely a trapdoor lays above, allowing entry from the top. They can't decide whether to split up and half there power, making it almost immposible for the wizard to escape, or to barge in the front door, chasing the wizard through the insidious hell hole. Finally, the front door become the decision. | ||||||||||
DM: You check the door, it is unlocked, would you like to enter? Also, I wouldn't mind getting a marching order from you guys. (The players send Aramil first, then Darf, followed by Tazel and Silver in the back.) DM: The first room you come upon seems to be a lobby, set up for waiting potential customers, or to make sure no one untrustworthy gets a further look into the keep. Paintings of Nature sceens and battles outline the wals, and a single table is in the middle of the room, a cheap carpet under it. PC: (Aramil) I make a spot check, I will take a 10, plus my Skill Mod. What do i see? DM: (check his sheet) Nothing I haven't just told you, it looks pretty inconspicous, though one of the paintings looks a tad valuable. PC: (Aramil) Well, lets continue on, are there any doors? DM: Yes, there is one on the right side of the room against the far wall. PC: (Tazel) As the rest of the party goes on, I hang back so the Paladin can't see and take the valuable picture. It is the Geomancer's who is evil, even so, I think I will make sure to at least give a portion of its worth to chairty. Will that go agianst my Chaotic-good alignment? DM: Taking from the evil and giving to the poor? Not exactly Robin Hood but it works here. You grab it and continue on, in the next room, Aramil can see an alchemy area, potions on the racks and half completed objects lay on the tables. The rest of you have not entered, as Aramil stands in the doorway. PC: (Silver) Potions! Alright Aramil, let me through ito the room so I can identify some pot. PC:(Aramil) Be careful Silver, I am not sure if traps are in here, tread carefully. DM:(rolls a few dice to scare his characters) Alright, it looks ok, you want to go in Silver? PC: (Silver) Sure, I enter and look at al the completed potions, with my massive bonus in alchemy, I will just take a 10 and identify each of the items. DM: Since they are all labeled, it doesnt take much for you to work your magic, (everyone groans), no traps go off and you find yourself with 3 potions of cure moderate wounds. Anyone remember to buy a few at town? (The PC's look at Darf, the dwarven cleric, then back at the DM.) DM: (embarrsed) FINE, there is a door at the end of the room, would you like to go through? PC: (Tazel) I weave my way up ahead, placing my ear against the door and listening through for sounds. (rolls) YES a 19 on the die, plus my skill mod. What do i hear? DM: (checks his chart, see's an encounter for the next room, and flips a few pages) Hmm, you hear somehting, which can't be good when you are in a hostile environment. It sounds like a heavy breathing, and you hear a scratch scratch scratch. (The PC's look at each other, and the Paladin smiles, drawing his sword. Everyone gets there weapons ready, and Silver gets ready to breathe when the door is opened after communicating her plans to the group as quietly as she can. Then, the PC's swing open the door and burst into the room.) DM: Allright, the door opens, and in the next room you see a cretaure born of chaos. It is a Slaad, obviously green, and it stands with its arms upraised. As Silver breathes her lighting into the Slaad, about ten feet to its left, another green slaad appears, as is summons the creature from limbo. Roll initative everyone, you're in for a treat. (Silver rolls 6d8, attaining 23 points of lighting damage. The slaad only takes 18 though, due to its elemental resistance. (The order of combat is Aramil, the slaads, Silver, Darf, and Tazel) PC: (Aramil) I rush the closest Slaad and swing my mighty sword. I roll a 28 total, is that enough to beat the Slaad's AC? DM: Yes you do, please roll for damage. (The paladin rolls a total of 20 damage, bringing the slaad's hp down to 29) Its is now the Slaad's turn, he attack you with everything he's got. (rolls for claws and bite) A pitiful one attack gets through your superior armor, and deals you nine damage (Aramil laughs at the sad, singel digit number). The other slaad also targets you, this time with a chaos hammer, make a save. (Aramil gets a 24) you make it, but still take 12 damage and may only take partial actions next turn. |
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To be continued..... |